[Ostoria] New 5e races and options for the Age of Giants

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Fri Aug 17, 2018 8:46 am

Unarmed attacks
To preserve game balance and D&D’s built-in DPR progression these rules differentiate between an Unarmed Strike and Natural Weapons. Unarmed Strikes do 1d6 or less Bludgeoning, Slashing, or Piercing damage. Some other rules in the PHB interact with Unarmed Strikes, others with weapons. If an unarmed attack does 1d8 or better damage dice or a damage type other than Bludgeoning, Slashing, or Piercing then it is a Natural Weapon and rules that can be used with Unarmed Strikes cannot be applied. When ajudicating how Natural Weapons interact with other rules a Natural weapon is a Melee Weapon but is not a Light, Heavy, or Improvised Weapon. For example the benefits of Savage Attacker (PHB169) can be applied to a Natural Weapon because it is a Melee Weapon but the benefits of Tavern Brawler (PHB170) cannot be applied because it is not an Unarmed Strike or Improvised weapon.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Fri Aug 17, 2018 9:23 am

I have now read through and extracted all the information on giants in the 5e Monster Manual. I will be working through other canon sources on Ostoria and giants across all editions. Next is Volo’s Guide to Monsters. As I do this the race designs above will be added to and polished. More rules for playing in this era will be added. Additionally, more information will accumulate in the [Ostoria] Lore thread. Along the way I’ll add in other races including dragons. When Ostoria was at its peak the traditional hatred of dragon and giant did not yet exist.
Though presented for the Age of Ostoria these rules and races might be useful in any age and most D&D worlds. Hartsvale of the current era Forgotten Realms is interesting locale where dealing with giants is commonplace. A campaign set there might include giant PCs at higher levels. In the Planescape setting locations like Neiflhiem in Ysgard are filled with giants and Planescape’s kitchen sink approach means that giant PCs might even be rather more ordinary than some of thier companions. In the Council of Wryms Setting giants are the enemies of dragons who are assumed to be the PCs. However, a new take on that world could be a campaign where the PCs play the giants who come to raid the Io’s Blood Isles.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sun Aug 19, 2018 12:06 am

More detail added to the fluff for giant core race.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Fri Aug 31, 2018 8:11 am

Personality and Background
Up dated 30/04.
Alignment
Alignment
All characters have an alignment to guide roleplaying. However, in character giants do not do not think in terms of good, evil, law, and chaos; instead they have the ordening, maat, and maug.
Maat & Maug
Pronounced mott and mog, the giant ideas of maat and maug are important to understanding the behaviour of giants and Ostorian culture as a whole. Giants view each other through the lens of maat (roughly translates as desirable) and maug (undesirable). Small Folk are not usually judged by maat and maug in the eyes of the giants, they are considered utterly maug unless they can prove they can prove themselves maat (VGM) by the standard of one sub-race of giant. Giants also don’t describe themselves or others as maat or maug, all giants perform actions which are both. A human might describe himself as a ‘good man’ but a giant would never say he is a ‘maat giant’. Instead maat acts witnessed by others raise one within the ordening of one’s subrace, while maug acts witnessed by others lower one’s place in the subrace’s ordening. Each subrace is expected to behave differently and has it’s own set of maat and maug behaviours.
As well as determining a giant’s rank among her own kind, the ordening, maat and maug determine how the subraces of giant’s interact. This can prove confusing to humanoids who view the world through good, evil, law, and chaos. Giant’s are expected to behave according to the standards of their breed. When a frost giant band raids the neighbouring lands the elves there might petition the local cloud giant ruler to punish the raiders because the cloud giant has always treated them fairly (he is NG). However, the cloud giant will not punish the frost giants because they are behaving the way frost giants should. Maat and maug should outweigh foreign considerations of good and evil, for giants behaving otherwise might even by maug. If the cloud giant punished the frost giants this would be a maug act. However, if the frost giants were doing so to appease a demon lord (thus breaking the Ordening) or the raids were by a Storm Giant (not typical storm giant behaviour) both would be maug and bring the cloud giant to seek justice.
Ordening
The following rules for ordening, Maat, and maug are optional. These rules are supposed to encourage players to have their giant PCs behave according to the norms and values of giant culture rather than the player’s own. For those that use these rules individual giant roles will have more depth, encounters between giants will be full of intrigue, and culture of Ostoria will come to life. However, some player groups will be uncomfortable operating outside of their real-life moral codes or have trouble adapting plans when Maat and maug considerations cause giant PCs to react differently to 21st century humans. If these rules do not suit you don’t use them.
Every giant has a place in his or her breed’s ordening. Non-giants have no place and do not use these rules. In character giant’s don’t give each other ordening numbers, they just know each other by relative reputation and appearance. It’s like strength two characters don’t talk about having a strength score of 16 but two players might. To determine your character’s initial ordening score start with your level (including LA) then for every ‘step’ your character deviates from the alignment listed for her breed in the MM subtract 1. If you start play as a member of a class that can cast spells at first level subtract 2. Spellcasting itself does not affect ordening rank but the time spent learning magic and not doing deeds that improve ordening rank ensures casters are at a disadvantage. Finally, adjust for Background:
Courtier (SCAG) +5
Criminal -3
Faction Agent (SCAG) +3
Folk Hero -3
Knight of the Order (SCAG) +7
Noble +10
Outlander with Exile or Outcast origin -6
Urchin -4
Cloud Giant (Waterdhaven) Noble (SCAG, an alternative for noble cloud giants only) +10
These are the only backgrounds in the PHB and SCAG with an ordening adjustment. Backgrounds from other sources should not adjust ordening unless a particular social status is central to the background. For example while Hermits might be poor, dirty, and shunned as crazy other Hermits are holy oracles, therefore no ordening adjustment.
For NPCs the referee will assign a number from 0 to 30 or for random NPCs use Challenge + 1d10.
Effects of ordening
If ordening ever falls to 5 or lower you are given a role at the periphery of giant society doing a job no giant wants to do.
Ordening cannot fall below zero. When ordening is zero you are exiled from giant lands. If travelling in Ostoria or other giant nations you must do so unrecognised or undetected or risk death. Generally, the exile lasts until an ordening of at least 4 is gained and the giant is then grudgingly accepted back into the periphery of giant society.
If ordening ever reaches 17 or higher then the giant gains the Position of Privilege feature of the Noble Background (PHB135) except that it only applies when dealing with her own people, giants of lower ordening breeds, and non-giants. If ordening falls to 16 or lower this benefit is lost.
At ordening 20 or higher you might be ready to challenge your leader for the right to rule your family, stronghold, tribe, or band. At ordening 30 you are seen as a contender to be the right hand of the immortal progenitor patriarch of your entire breed.
In play lower-ordening breeds defer to higher-ordening breeds ignoring individual scores except in the case of known exiles who have lost all status as giants. Within a breed giants size each other up and those with a lower ordening score usually defer to those with a higher one. However, deceiving or betraying a higher-ordening giant is allowed as long as you don’t get caught. Any giant may challenge any other of the same breed, challenges between breeds are pointless the ordening of the breeds was decided by Annam and never changes. Non-giants cannot challenge giants because non-giants have no place in the ordening. If a lower ranking giant of the same breed does not defer to a higher ranking one the superior must issue a challenge or be treated as if he had lost to the subordinate. The contests to settle a challenge vary by breed. In all cases if the superior giant wins the loser loses a rank of ordening. If the lower ranking giant wins the two switch places in the ordening. A re-challenge can be issued but every loss to the same individual causes a further loss of a point of ordening.
As well as challenges remarkable actions that prove a giant’s capabilities in ways that matter to his breed’s Ordening will raise Ordening by one if there are witnesses or evidence verify the deed. Similarly each breed has maug behaviours that lower ordening. As well as maug penalties by breed any giant seen to be acting to curb typical behaviours of another breed or otherwise undermine the traditions of giant society looses a point of ordening.
Last edited by Coronoides on Mon Apr 29, 2019 11:15 pm, edited 1 time in total.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sun Sep 23, 2018 1:01 pm

Processing Volo's Guide to Monsters. One output is this updated equipment section...
Adventuring Equipment
Ale, keg. Humanoid brewers toil constantly to provide kegs of ale for their giant masters. Most travelling giants carry a humanoid-scaled keg of ale to provide refreshment. 10gp 334Lbs.
Bear skin. Three of these serve the same purpose as a bedroll for a giant. 2gp and 150Lbs each.
Cage, humanoid. Among many giant clans humanoids are little more than slaves. Even humanoid peasants and servants might consent to travelling within a cage to allow them to avoid jostling and bruising within the giant’s bag. Giants like to carry bards or other entertainers with them on their travels. The cage is usually made of hardwood with brass fittings. 20gp 200Lbs
Firewood bundle Huge. Enough dry wood to burn a bonfire sized giant ‘campfire for 6 hours bundled together with vines. 550Lbs 8gp.
Giant’s Bag (Huge Sack). Travelling giants usually have a shoulder strap on their bag for ease of carrying. 4cp 32Lbs.
Pig. Live pigs are commonly carried in giant bags as a ready source of fresh meat. 3gp (PHB157, 165Lbs based on medieval pig weights. If statistics are needed use boar statistics MM319. Breeds favoured by humanoids have no tusks and have an unarmed strike for 2 damage instead). Carrying a live pig makes stealth checks impossible.
Healing Potion, Huge 200gp 7d10+17. Provides the same average healing as 4 medium potions of healing but contains a gallon of fluid. A Huge or Large character can drink the fluid on one action easily. A Medium or Small character must take 12 actions to quaff the potion receiving 1d4+1 each round. Proper human scaled healing potions are more efficient for humans.
Knife, Huge utility This knife is not intended for combat only as a tool and dinnerware. After the fall of Ostoria giants often make do by using humanoid longswords as knives. This however, is a gaint sized tool built with a handle suited to a Huge hand. 13gp 1d8 slashing 3Lbs.
Pouch, Huge. 8gp 4Lbs
Rations, Huge. 1 day 8gp, 16Lbs
Skipping Stone. A carefully shaped flat stone used for the popular game of skipping stones across the surface of lakes. About the same size and shape as a humanoid tombstone. In a pinch the stone could be used as a weapon by Huge characters. Strength based thrown weapon damage 6sp, 225Lbs 3d8+STR range 60/240.
Towel, fine Huge. 25gp 12Lbs. Used by refined cloud giants, these are thick blankets of material often woven with beautiful pictures. In later ages giants use humanoid tapestries as towels.
Treasure box. A sturdy box as big as a humanoid’s chest used to keep small treasures separate from the other contents of the giant’s bag. 5gp 25Lbs

Trinkets
When playing giants players are encouraged to create trinkets of the appropriate size such as the skull of an owlbear.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sat Sep 29, 2018 1:22 am

Something I learned playing my solo adventure yesterday. When playing Cloud Giants be sure to use the race spells a lot. If you play a cloud giant fighter like a pure-fighter ignoring the race spells you are going to get crushed. The cloud giant race is worth 10 class levels and a lot of that race-power is tied up in access to spells. Play your cloud giant fighter like a fighter/wizard or perhaps a ranger. Use spells for mobility and rain rocks down on your enemies.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sun Sep 30, 2018 9:17 am

Rocks
Giants generally see little point in mechanically augmenting their strength with bows when a simple tossed stone is so effective for a person with their incredible strength. Giants use thrown rocks not only for warfare but also hunting and games. Prices are given for rocks which can be bought in giant markets. Characters can instead travel to an appropriate terrain an scavenge the rocks themselves for free. Rocks have two Sizes first, the Size of the intended user, and second, the Size of the weapon as an object on the battlemap.
The relative sizes of giant rocks are shown without scale in the 5e MM. In 5e Cloud giant rocks are shown on a map as a little under 5 feet in diameter but these rocks might have been dropped from above rather than thrown (SKT). The 2e era gives Cloud Giant Boulders as being 9 feet in diameter (GC). The masses given for stones in GC do not hold up to scrutiny. Using the cloud giant as a base I then assign the others sizes based on the MM illustration and the carrying capacity of a typical giant (calculated as per the PHB). I set the mass so that giant can carry at least three rocks and some other gear. The masses given here are calculated using a mid-range stone density of 160 lbs/cubic foot and the formula for the volume of a sphere.
As well as the Size requirement these weapons have a Strength requirement. The Strength before the slash is for single-handed (or double-handed) use with a range of 60/240 feet as a simple ranged weapon. The Strength number after the slash is for double-handed use (only) with a range of 10/30 feet as a martial ranged weapon.
A proficient character can use any of the below rocks and stone for which they have sufficient Size and Strength.
Wrong Sized rocks
A character one Size smaller who has strength equal to or greater than the the value listed for single handed use can use the rock as a two handed Martial weapon.
Dropped rocks
Dragons often do this by dropping rocks from above, they lack the ability to throw with any accuracy. All rocks dropped from above have a range of 180/580 (how far it falls in a 6 second round) and use Dexterity to attack and figure damage rather than Strength. This rule is often combined with the Wrong Sized rocks rule.

Hunting stone. A smaller stone only about the size of a human head used for bringing down game (VGM) (Tiny object). Can be used by Large or Huge creatures. Often dropped from above by dragons. Thrown weapon 3sp 3Lbs 3d4+STR bludgeoning damage. Required Strength 19/18.
Dragon/ogre stone. A typical stone dropped by young dragons or in later days throw by ogres (Small object). Can be used by Large or Huge creatures. Thrown weapon 5sp 24 lbs, 2d8+STR bludgeoning damage. Required Strength 20/18.
Skipping Stone. A carefully shaped flat stone used for the popular game of skipping stones across the surface of lakes. About the same size and shape as a humanoid tombstone (Small object). In a pinch the stone could be used as a weapon by Huge characters. Strength based thrown Huge thrown weapon 6sp, 100 Lbs 3d6+STR bludgeoning damage. Required Strength 21/18.
War rocks by breed. These are categorised by the breed whose warriors throw rocks of that mass. Civilians and youths (i.e. starting level PCs) often use rocks smaller than those used by veteran warriors. Starting PCs have a maximum of STR 20 and therefore are limited to hill giant rocks or frost giant rocks for single-handed use. War rocks are all Huge weapons.
Cloud 21 inches diameter (Small object) 385 lbs 4d10 bludgeoning damage. Required Strength 26/22.
Frost or Fire 12 inches diameter (Tiny object) 125 lbs 4d10 bludgeoning damage. Required Strength 20/18.
Hill 8 inches diameter (Tiny object) 55 lbs 3d10 bludgeoning damage. Required Strength 20/17.
Stone 15 inches diameter (Tiny object) 195 lbs 4d10 bludgeoning damage. Required Strength 22/20
Storm 23 inches diameter (Small object) 460 lbs range 4d12 bludgeoning damage. Required Strength 28/22
Boulders. When waring against each other, dragons, or other foes of Huge or greater size many giants prefer the terrible damage dealt by rocks so large that even a giant requires two arms to lift and throw (VGM). Here we call these ‘boulders’. Unlike humanoids giants seem quite capable of coordinating both arms in a double-handed throw (VGM). Weights and diameters are those given in GC. Boulders are all Huge weapons.
Cloud 42 inches diameter (Medium object) 1540 lbs 5d10 bludgeoning damage. Required Strength 30/26
Frost or Fire 24 inches diameter (Small object) 500 lbs 5d10 bludgeoning damage. Required Strength 30/22
Hill 16 inches diameter (Tiny object) 223 lbs 4d10 bludgeoning damage. Required Strength 26/20
Stone 30 inches diameter (Small object) 785 lbs 5d10 bludgeoning damage. Required Strength 30/22
Storm 46 inches diameter (Medium object) 1845 lbs 5d12 bludgeoning damage. Required Strength 30/28
Last edited by Coronoides on Mon May 06, 2019 12:47 pm, edited 1 time in total.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Wed Oct 03, 2018 11:07 pm

Working my way through Volo’s. One of the outputs is Maat and Maug activities to go with the Ordening rules in a post above. Unsure about this. Do you think this will work at the table? The idea is to encourage roleplaying by incentives to act according to Cloud Giant culture.

Alignment: Cloud giants tend to emulated one of two aspects of their masked god Memnor. Either they are revere his charisma, intellect, and persuasiveness and are neutral good or they favour his deceitful, selfish, trickster side and are neutral evil. A cloud giant’s ordening rank is dependent on the wealth of her family and her personal wealth. However, piles of gold coins do nothing to enhance status, the treasure must have extravagance, beauty, and if possible rarity. Furthermore, it is not the actual value of the treasure that matters but how valuable other cloud giants think it is. Cloud giants believe that passing off a cheaper treasure as a more valuable item is encouraged by Memnor, as long as you don’t get caught. Competition in cloud giant culture finds expression through gift giving competitions, hosting the most expensive social gatherings, and wagers with valuable treasures hanging in the balance. In all these competitions cheating is encouraged as long as you don’t get caught.
For all Maat rewards the perceived value of the treasure involved should be at least current Ordening cubed. For example an ordening 10 wants to give an extravagant gift to raise her status, other cloud giants must believe the gift is worth (10x10x10) 1000gp. The treasure must also have artistic beauty and/or rarity. A pile of coins does not affect ordening. Each instance of an event that raises or lowers ordening does so by 1. As always activities that other could giants do not know about never affect ordening.
Interestingly, if the giver and the receiver of a gift both know its true value and both keep it a secret then both can increase their rank. However, giving a low apparent value gift to a high status giant does not increase the receiver’s rank and they have nothing to lose by revealing your ruse.
Maat. Display a newly acquired treasure to other cloud giants for the first time. Bestow a gift on another non-related person of any race, this can be food and entertainment if you are a host. Receive a treasure gift from a non-related cloud giant. Obtain a treasure through a wager.
Maug. Sell a treasure or have it stolen. Lose a treasure through a wager. A treasure you have previously received a Maat boon for is reveal to be worth less than other cloud giants believed at the time of the boon. A month passes without your gaining any Maat boons
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Boneguard » Wed Oct 03, 2018 11:42 pm

If it is an all/mostly giant party, I don't see it being a problem. As you mentioned, it should encourage role-playing your giant race...And other giants should react according to those expectation.

A single giant with a non-giant party, depending on the race, could be difficult, frustrating even, if you cannot role play it appropriately for free of being disruptive.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Thu Oct 04, 2018 3:42 am

Boneguard wrote:
Wed Oct 03, 2018 11:42 pm
If it is an all/mostly giant party, I don't see it being a problem. As you mentioned, it should encourage role-playing your giant race...And other giants should react according to those expectation.

A single giant with a non-giant party, depending on the race, could be difficult, frustrating even, if you cannot role play it appropriately for free of being disruptive.
Yeh, playing an individual from an actual culture (rather than a funny looking Californian) with different norms of behaviour and codes of conduct can really throw some other players. People say they support diversity but the moment a PC doesn’t behave the way you’d expect a modern USA-an to react to a situation they freak out. I played a giant who was properly foriegn in a Fantasy Craft PbP and there was an issue with another player trying to take control of my character’s actions at one point because they didn’t fit with his neat plan. (Google Weoxgild for more).
Anyway, perhaps I should clearly label this stuff as optional and explain why.
Last edited by Coronoides on Thu Oct 04, 2018 11:56 am, edited 1 time in total.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Thu Oct 04, 2018 11:55 am

Arg wrong button stupid bumpy tram.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Boneguard » Sat Oct 06, 2018 3:09 pm

Coronoides wrote:
Thu Oct 04, 2018 3:42 am
Yeh, playing an individual from an actual culture (rather than a funny looking Californian) with different norms of behaviour and codes of conduct can really throw some other players. People say they support diversity but the moment a PC doesn’t behave the way you’d expect a modern USA-an to react to a situation they freak out. I played a giant who was properly foriegn in a Fantasy Craft PbP and there was an issue with another player trying to take control of my character’s actions at one point because they didn’t fit with his neat plan. (Google Weoxgild for more).
Anyway, perhaps I should clearly label this stuff as optional and explain why.
Exactly, I was living in South Korea for 3 years in the early 2000 and it was quite a shock under some aspect because of this cultural differences...and I'm pretty sure even a trip in the US Midwest or Southern US will feel different then Canada (my limited experience with Northern US seems to be about on par)...and that's within the same Race.

Now if you bring in the variable of a different race, it could get quite exotic.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Tue Oct 09, 2018 8:06 pm

As I have said elsewhere the Ostoria project uses a lot of work I have already done but there is still lots to do. I also have my other projects (Council of Wryms and Gulliver’s Trading Company), ongoing campaign, and my salaried work as an academic so the progress will be slow.
Pre-existing material
1. Analyse the WOTC rules to reverse engineer the race creation rules. Status: Done
2. Extend the same by utilising existing rules and power-curves. Status: Done
3. Play-test these race design rules. Status: Done
4. Using the above develop the traits giants dragons and other needed races. Status: Done
Years June 2018 - June 2020
5. Play-test the races to be used. Status: In progress 5%
6. Full Write-ups for the races. Status: In progress 70%
7. Read all canon information on Ostoria and incorporate into the project. Status: In Progress. 15% Help from the FR fanbase greatly appreciated!
8. Rules covering setting specific character options and equipment. Status: Started 50%
9. Draft map. 5%
Years June 2020 - June 2022
10. Recruit cartographer and finalise map Status: Not Started 0%
11. Write extrapolations and material needed to turn the work to date into a coherent book. Status: Not started 0%
12. Drafts, art, final polish, publish Status: Not started 0%
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sun Oct 28, 2018 2:34 am

Maat and Maug actions added to fire giant post.

Scaled Equipment
An issue is equipment of the right size. Firstly, regardless of Size, I recommend players pay Medium Scale coin prices for equipment at the time of character creation.
For armour we learn from the barding rule, different sized armour does not differ in AC from Medium scale, cost is x4 per scale up and x1/4 per scale down, weight is x2 per scale up and x1/2 per scale down. In the PHB Small armour costs and weighs the same as Medium you may wish to change this. These rules could be used for any worn equipment and also for containers such as packs or barrels.
Weapon cost probably increases in proportion to the average damage of the weapon (see below) compared to the Medium version, i.e Large x2, Huge x3, Small x1/2 and Tiny x1/4. Weight increases by x8 per Size increase or x1/8 per Size decrease in the real world.
For food and water buy medium size rations, note the wieght bought then consult DMG111.
For other non-worn gear my best guess is cost x2 per increase in scale and x8 mass, x1/2 and x1/8 per scale down. The exception is items with value based on their materials, such as gold jewellery, those increase in cost as per weight.
Capacity of scaled containers (PHB153) is x8 per scale up and x1/8 per scale down.
Size and weapon damage
For scaled weapons, if the weapon is in the monster’s description use the damage listed (minus the monster version’s STR modifer (or DEX modifier if finesse) if the creature is not Tiny). If the weapon is not in the MM, for Large scale double the number of damage dice, and for Huge triple the number of dice. Gargantuan scaled weapons would be 4x the usual number of damage dice. I suggest halving the number of sides of the dice (round down) used for Small weapons (for example a 2d6 becomes 2d3, a d2 becomes 1 damage, 1 damage becomes 0 damage). Using this system a Small Greatsword does 2d3 slashing.
Unarmed damage is NOT scaled this way. Unless bought as a separate trait unarmed damage is 1 bludgeoning. Note though as described in “Tool Use 3+ and Size” below big creatures with good hands can upgrade Natural Attacks with a discount as shown on the table in that section. This is also an example of why this is a system for referees not players, yes you can upgrade natural attacks with a big discount but you should also use restraint and choose a ‘sub-optimal’ natural attack damage if natural weapons are not thematically important to the race. When building a Large or bigger race I recommend purchasing the following minimum damage levels for normal punching, kicking, etc. Tiny 0 damage, Medium or Small 1 damage at not cost, Large 1d2, Huge 1d4, and gargantuan 1d8.
The range of thrown and missile weapons does not increase with Large Size. Small creatures in the MM use Medium scale weapons, but at a guess Small scale weapons have normal range (like Large they are only one Size away from Medium). Another guess, Huge and Gargantuan scale weapons have the double range (opposite of Tiny).
Reach weapons add the following to reach by Size Tiny 0 ft, Small or Medium or Large 5ft, Huge or Gargantuan 10 ft. This is the same progression as ranged weapons.

Size as a flaw
For Sizes other than Small and Medium, whenever your Size place you in danger or prevents you from doing something critical your DM might award Inspiration (PHB p125). For example a giant might be rewarded Inspiration for not being able to enter a cave where the rest of the party was losing a fight but not if the cave was merely providing safe shelter from the rain. If your Size makes something more difficult but not impossible apply Disadvantage, for example a hill giant trying to pick a human-built lock.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Tue Oct 30, 2018 1:32 am

Like the Darksun world of Athas and many other worlds of D&D, Toril during the Age of Ostoria is differentiated by the absence of some familiar PC races and inclusion of unusual races. You may be surprised to find there are no giantkin (these came into existence 500 years after Ostoria’s fall).
PC races are divided into common races (those that can pass without comment in Ostoria) and Uncommon races (who attract some kind of attention) just as they are in the PHB. As per the advice in the PHB some DMs might disallow uncommon races as PCs.
Common races: elves (the wood subrace only who are known as ‘Green Elves’ in this time), dragons (of the metallic subraces), half-elves, humans, and giants of the cloud, fog, hill, and stone subraces. In the Ostorian Age these races, even dragons, can stride down a city street without drawing comment. If you are playing during the Thousand Year War era then the acceptability of even metallic dragons declines as the war escalates. In this later period dragons become an uncommon race.
Uncommon races: aarakocra, dragonborn (metallic subraces only), half-orcs, gold (high) elves, kenku, lizardfolk, orcs, sea elves, and yuan-ti purebloods. Frost giants have poor reputations and lone fire giants are usually vagabonds. These giant breeds are tolerated if they are the retinue of a cloud giant but otherwise they are mistrusted or feared. Storm giants are so rare and reclusive that they draw cautious curiosity (a storm giant is not playable until 17th level). Additionally, demigods are very rare but attracted to quests like hornets to honey. If others realise what a demigod is then they are treated with awe and curiosity.
The other PC races in the PHB do not exist. At the referee’s discretion characters of other PHB races might be present as travellers from the worlds of distant crystal spheres or the far future. However, unless the planned follows a group of outsider explorers this is not recommended because much of the feel of the setting will be lost. These characters also have few ties to the world they find themselves in.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Tue Apr 16, 2019 12:25 pm

The following bonds added to demigod on page 1 of this thread.

The following bonds may be taken by demigods.
1. Just as Othea is both a mountain and a woman you have a mystical connection to a particular landform such as a river or wood. You are driven to protect this landform (Any alignment).
2. Pick one of the gods of the realms to be your immortal parent. You are opposed to the gods and your parent and her/his worshipers in particular (Chaotic).
3. Pick one of the gods of the Realms to be your immortal parent (PHB294). You crave the approval of this divine parent and their priests. You perform deeds you believe will win their favour (alignment as per parent)
4. You are the protector of the mortal community that raised you. You will protect them with your life (Good).
5. Caught between the divine and the mortal you are determined to transcend and become a god. Are trying to establish a cult to get power and worship (Evil).
6. You are the hidden bastard of an extramarital affair of your divine parent. Pick two gods (PHB294). The first and their priests offer you protection and shelter. The second and their priests want you dead (Any).
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sat Apr 20, 2019 7:03 am

Worked on Ostoria most of today extracting information from Vole's guide to monsters and writing. Have updated hill and frost giant fluff. More significant updates to stone giants to follow soon. Lots of little details added to other sections too but these are a while away from being revealed.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sun Apr 21, 2019 6:27 am

Updated stone and storm giant and finished extracting information from Volo's Guide to Monsters. This created new writing across many section of the project which are not yet far enough along to be shared. The next book to process will be Grand History of the Realms. My status report now looks like this:

Pre-existing material
1. Analyse the WOTC rules to reverse engineer the race creation rules. Status: Done
2. Extend the same by utilising existing rules and power-curves. Status: Done
3. Play-test these race design rules. Status: Done
4. Using the above develop the traits giants dragons and other needed races. Status: Done
Years June 2018 - June 2020
5. Play-test the races to be used. Status: In progress 6%
6. Full Write-ups for the races. Status: In progress 72%
7. Read all canon information on Ostoria and incorporate into the project. Status: In Progress. 17% Help from the FR fanbase greatly appreciated!
8. Rules covering setting specific character options and equipment. Status: Started 52%
9. Draft map. 5%
Year June 2020 - June 2022
10. Recruit cartographer and finalise map Status: Not Started 0%
11. Write extrapolations and material needed to turn the work to date into a coherent book. Status: Not started 0%
12. Drafts, art, final polish, publish Status: Not started 0%

Canon
I will read through the canon sources on Ostoria and giant culture and add canon information to this document as I do so.
Monster Manual 5e Status. Completed
Volos Guide to Monsters 5e Completed
Storm Kings Thunder (I assume) 5e Status. Started. As part of the play-test process I am playing this as a solo adventure.
The Grand History of the Realms 3.5e Status. Started up to page 30.
Giant Craft 2e Status. Not Started
Monster Mythology 2e Status. Not Started
Twilight Giants Trilogy novel 2e Status. Not Started.
http://www.aeolia.net/dragondex/articles-subject.html Status. Not Started.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sun Apr 21, 2019 9:06 am

The 'fluff' and other sub races are on being worked on.
Is there much call for Chromatic dragon PC's?
Unlike the Council of Wryms conversion these are all Young dragons about the same age as other PCs and campaigns are not expected to last long enough for a dragon to progress through age categories.

Dragon Traits
The following traits are common to all dragons.
Age. You are a young dragon between six and 50 years of age. You will advance to the next age category and cease to be a PC at 101 years of age. Dragons live for over a thousand years.
Size. Large. Young dragons range from horse to rhinoceros sized.
Speed. Base speed 40 feet. Fly speed 80 feet
Type. You have the dragon type.
Breath weapons. All dragons have one or more breath weapons. The exact nature of the breath weapons varies by subrace. For all dragons Breath Weapon DCs are 8 + proficiency bonus + CON modifier.
Dragon resilience. You are proficient in DEX, CON, WIS and CHA saves.
Dragon senses. Blindsight 30 feet, darkvision 120 feet. All dragons have proficiency in Perception.
Dragon skills. All dragons have proficiency in Stealth skills as well as all natural weapons.
Grasping Talons: Dragons do not have hands only grasping feet like those of an eagle. Dragons are able to grasp items and point wands but due to weak grip, lack of coordination, or limited range of movement cannot wield weapons, use shields, or perform fine manipulation such as writing.
You cannot begin play with equipment that you cannot use in your natural form (gain its value in coins instead), nor proficiencies in weapons, shields, or tools you cannot use in your natural form. You do not gain any class features you cannot physically do in your natural form, for example a dragon fighter can only use one of the Fighting Styles, Defense, because she cannot wield weapons nor use a shield as a dragon. You are not directly compensated for this, you just lose these benefits. Though you may not be able to don armour and other worn gear by yourself, you can still use them and therefore gain these items and proficiencies etc.
Dragons cannot apply the bonus for Dexterity to thrown or missile weapons except objects dropped from above. A rogue dragon can get Sneak attack with objects dropped from above. You cannot open locks nor disable traps. You can pick pockets with a Disadvantage. You require a DC10 Sleight of Hand (Dex) check to open a doorknob though if the door was intended for people two or more Sizes larger you are at a Disadvantage.
A spell focus can replace most material components and can be simply grasped or worn. You can interpret somatic components into complex sets of movements you can perform in your natural form. You can’t write and so cannot write into a spellbook; to be a wizard you must have learned to cast Mage Hand from your teacher’s book before finishing your studies to reach level one. Somatic components require your whole body to be free to move. Players are encouraged to be creative with somatic and verbal components. A dragon might roar to cast Power Word Kill and ‘strike a pose’, and arch her neck, and breathe out firebolts. Able to cast most spells requiring material components. Spells requiring specific material components with a gp value require an active Mage Hand to be cast if fine manipulation is described in the spell description. Otherwise you can use a focus or as a substitute for material components. You can use a component pouch.
Whenever the limitations of your race place you in danger or prevent you from doing something critical your referee might award Inspiration (PHB p125). For example a dragon might be rewarded Inspiration for not being able to open a door to a room where the rest of the party was losing a fight but not if the door went into an inn on a warm summer night.
Change shape and other shape-shifting powers might seem to offer an easy way around tool-use restrictions but careful reading of the rules and analysis reveals the limitations of these. Firstly, these powers are only available at high level. Change shape for example is an improved version of the polymorph spell and not available until after 7th level. By 7th level some classes can provide similar powers. Just as a human transformed into a handless dragon can’t cast spells with somatic components a dragon transformed into a human cannot use somatic components even though the new form has hands. Furthermore your starting class features and proficiencies are restricted by your natural form and Change Shape and similar powers are very clear that you don’t get the class features of the new form, here I take that to include proficiencies. You can take weapon master, skilled, and armour use feats to overcome this but doing so effectively ‘buys off’ the Grasping Talons. Later in this document is a new feat allowing spell use in Humanoid form, do not create versions of this feat for other Types, they will be overpowered.
Natural Weapons. Claws do 2d6+STR slashing damage but reach remains 5 feet and your bite inflicts 2d10+STR piercing damage and has a reach of 10 feet. Unarmed strikes are still reach 5 feet but now inflict 1d2+STR bludgeoning damage. Any attack not listed (such as a tail-slap at young age) is an unarmed strike.
Languages. Common and draconic.
Subrace. All dragons choose one subrace from those below.

Brass
Brass dragons hale from hot arid lands. They enjoy conversation and are the most gregarious of the true dragons.
Level Adjustment. A young brass dragon in the Ostorian Age begins at 12th level with 3 class levels. Being a brass dragon is worth 9 levels. In other campaigns a brass dragon can join at 10th level with one class level.
Ability Score Increase. STR+4*, CON+3, INT+1, WIS+1, CHA+2. Plus subrace
*Using Epic Boon variant rule (DMG230) a brass dragon can Raise STR to 21. Dragons use a variant of the Epic Boons alternative rule (DMG230). After 20th level a dragon can always use epic boons to raise ability scores to +2 higher than the values given in the MM or 20 which ever is higher. Where other characters might need divine intervention or other story based excuses to do this dragons already have and excuse, they’re dragons!
Alignment. Most brass dragons are chaotic good. Player character brass dragons can be any environment.
Dragon Breath. Fire and sleep breaths as per the MM.
Dragon Scales. Your natural armour class is 17 + Dexterity modifier. If you have other sources of armour class, such as worn armour, calculate each separately and use the highest only.
Racial Hit Dice. You gain 6d10 hit die.
Racial Hit points. your maximum hit point increases by 6d10 (or 33) plus your Constitution modifier multiplied by 6 hit points.
Burrow Speed. 20 feet.
Talkative. You are proficient in Persuasion.
Immunity. You are immune to fire damage.
Last edited by Coronoides on Mon May 06, 2019 12:39 pm, edited 2 times in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Mon Apr 22, 2019 2:54 am

My favourite dragon breed. Surely there can be no better character than a young bronze dragon coastal ranger hiring out as a mercenary to build his hoard.

Bronze
Coastal dragons who are the bane of pirates and evil sea creatures. Bronze dragons will often join just military campaigns as mercenaries.
Level Adjustment. A young bronze dragon in the Ostorian Age begins at 12th level with 2 class levels. Being a bronze dragon is worth 10 levels. In other campaigns a bronze dragon can join at 11th level with one class level.
Ability Score Increase. STR+5*, CON+4, INT+3, WIS+1, CHA+3. Plus subrace
*Using Epic Boon variant rule (DMG230) a bronze dragon can Raise STR to 23. Dragons use a variant of the Epic Boons alternative rule (DMG230). After 20th level a dragon can always use epic boons to raise ability scores to +2 higher than the values given in the MM or 20 which ever is higher. Where other characters might need divine intervention or other story based excuses to do this dragons already have and excuse, they’re dragons!
Alignment. Most Bronze dragons are Lawful Good. Player character bronze dragons can be any alignment.
Dragon Breath. Lightning and Repulsion breaths as per the MM.
Dragon Scales. Your natural armour class is 18 + Dexterity modifier. If you have other sources of armour class, such as worn armour, calculate each separately and use the highest only.
Racial Hit Dice. You gain 6d10 hit die.
Racial Hit points. Your maximum hit point increases by 6d10 (or 33) plus your Con modifier multiplied by 6 hit points.
Ambassador. Bronze dragons are intrigued by humanoids and spend time observing them, fighting alongside them for just causes, and against them when they turn to piracy. You gain proficiency in the Insight skill and one other skill of your choice
Sea Dragon. You can breathe both air and water and have a base swim speed of 40 feet.
Immunity. You are immune to lightning damage.
Last edited by Coronoides on Mon May 06, 2019 12:38 pm, edited 1 time in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Tue Apr 23, 2019 7:46 am

On my master document (not here) changed all rock proficiencies from specific to breed to ‘giants’ rocks’. Now anyone proficient in ‘giants’ rocks’ can use any rock or stone (see above) for which they have sufficient Size and Strength. This covers a situation I noticed during creating pre-gens, giants with too low STR to use the rocks of their breed.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Fri Apr 26, 2019 8:42 am

Well this is kinda experimental. What does everyone think about the following?
I noticed some issues during pregen creation and this is one of two ‘fixes’.
Based on how I priced other HD by reverse engineering using evidence from WOTC I derived the point cost for 1d20HD and noticed this is the same as the rough value of a class level. So...

Quick-to-create and easy-to-play 12th level characters.
Creating characters at 12th level can take a long time. When completed these PCs have a large number of features. If you are not familiar with your chosen class remembering all these features can be overwhelming. Taking a high LA race can help because such races have fewer and simpler features than the equivalent class levels. To simplify higher level characters even further, at character creation you may replace class levels with Hit Die to bring your LA to 11 or less. Each increase of LA of +1 adds 1d20 hit die and associated increase in maximum hit points of 11 plus Constitution modifier. This is especially appropriate for inexperienced Large, Huge, or demigod characters. Since this cannot raise LA above 11, a PC must have at least one level in a class to be legal for play. For example the least complicated giant character to play would be a hill giant (LA 2) with 9d20 hit die (LA +9) and one level of Barbarian (in total a 12th level character). Another example is a fire giant (LA 5) with 2d20 hit die (LA +2) 3 levels of fighter and 2 levels of cleric (total 12 levels). Characters built using extra hit die instead of levels will have staying power from the extra hit points but fewer options to overcome problems than characters with class levels.

What are peoples thoughts on this?

Another problem...
The other issue is buying equipment for 12th level characters (see DMG page 38) which can be time consuming and players are not used to purchasing higher priced equipment required to effectively use up the gold allowance. I’m considering pre-made lists of equipment by class and race but that’s a lot of lists. Still thinking about this second problem. Happy to hear suggestions.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Mon Apr 29, 2019 11:24 pm

Personality and Background section above updated.
See my other thread for pregenerated characters. These are the first part of in-house playtesting and are creating some clarifications and additions to the rules. These include new equipment and notes for backgrounds, classes, and factions in the cultures of the Ostorian Age. I’m chipping away behind the scenes at the write ups for more dragon and giant subraces.
I’m also wading through “A grand History of the Realms” making notes for the map and adding a few setting/fluff details. There should be a steady trickle of new material on the [Ostroia] threads for the next few months.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Tue Apr 30, 2019 1:29 pm

Default high level equipment by race and class
My attempt to solve the issue of 6500gp taking a long time to spend. Pre-made lists. I'll also provide advice for those who want to choose 6500 gp worth of gear themselves.

Giant Any class 6500gp
10 huge healing potions, war trained elephant (or mammoths), military saddle, bit and bridle, saddlebags (containing keg of ale, treasure box with 10 more healing potions, and 56gp). Note that the elephant lacks sufficient strength and endurance for riding on overland journeys.

Advice for spending 6500gp.
Veterans of 3.X Edition take note, magic items are not for sale. So what do you spend the money on? First consider armour. You might have the best AC you can have without wearing any especially if you don’t have heavy armour proficiency. However, if expensive armour can improve AC buy it. For huge scale characters this can cost a lot. Next large huge scale martial weapons if needed. Most characters already have enough weapons from their first level equipment. Buy ten healing potions, ten huge healing potions are worth 2000gp. What about transportation? Dragons can do without but for giants who don’t want to walk you’ll need at least a chariot pulled by four elephants. Even with 6500gp you can’t afford enough war-trained elephants to pull your chariot into battle. Don’t forget tack, saddles, barding etc. If you have a mount or a pack elephant then get them to carry another ten healing potions. What about pets? A trained griffon or cave bear is pretty neat. Don’t feel like you have to spend it all. Convert some of the left over gold into portable trade goods like platinum ingots (PHB157), jewellery, art objects (DMG134-135), or Ostorian coins (see below).

Ostorian Gold
Use the platinum pieces (pp) box on your character sheet to record Ostorian giant gold coins (gg, op could be confusing). These have 100x the value of regular gold coins and mass 100 times as much.
Last edited by Coronoides on Mon May 06, 2019 12:44 pm, edited 1 time in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Coronoides
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Thu May 02, 2019 9:44 pm

Copper
Badlands and arid hills are the preferred homes of these tricksters. Copper dragons are more gregarious than other dragons often gathering neighbours together for communal hunts.
Level Adjustment. A young copper dragon in the Ostorian Age begins at 12th level with 3 class levels. Being a copper dragon is worth 9 levels. In other campaigns a copper dragon can join at 10th level with one class level.
Ability Score Increase. STR+2*, DEX +1, CON+3, INT+3, WIS+1, CHA+2.
*Using Epic Boon variant rule (DMG230) a copper dragon can Raise STR to 21. Dragons use a variant of the Epic Boons alternative rule (DMG230). After 20th level a dragon can always use epic boons to raise ability scores to +2 higher than the values given in the MM or 20 which ever is higher. Where other characters might need divine intervention or other story based excuses to do this dragons already have and excuse, they’re dragons!
Alignment. Most copper dragons are chaotic good. Player character copper dragons can be any alignment.
Dragon Breath. Acid and Slowing breaths as per the MM.
Dragon Scales. Your natural armour class is 17 + Dexterity modifier. If you have other sources of armour class, such as worn armour, calculate each separately and use the highest only.
Racial Hit Dice. You gain 6d10 hit die.
Racial Hit points. Your maximum hit point increases by 6d10 (or 42) plus your Con modifier multiplied by 6 hit points.
Climb speed 30 feet
Deceiver. You are proficient in the Deception skill
Immunity. You are immune to acid damage.
Last edited by Coronoides on Mon May 06, 2019 12:40 pm, edited 1 time in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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